[WIPz/Trailer] Project Nevada

Post » Fri Feb 18, 2011 10:56 pm

Luckily what I had planned worked out well (so far), so I'll be able to change the implants panel to look like a proper interface without the dialogue workaround:

http://img29.imageshack.us/f/screenshot69h.jpg/
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Emily Shackleton
 
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Post » Sat Feb 19, 2011 1:55 am

That actually looks pretty cool and seems to fit in very well. Kudos!
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Sebrina Johnstone
 
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Post » Sat Feb 19, 2011 5:15 am

Just another suggestion, could you drop the chem overhaul from the original FWE, cause it's hassle to remember complicated names and their effects. In NV chems are better and easier to understand like stimpak and its better version super stimpak, and mentats with its better version partytime which is logical, rather than deep medical terms such as methadone, 2BCB, amphethethimine, etc.
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Jonathan Braz
 
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Post » Sat Feb 19, 2011 6:21 am

Are you going to be incorporating Reload in any way? The way they've split it up seems an excellent way to handle handloading of many different calibres without cluttering up the loading bench with scores of recipes.
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luis dejesus
 
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Post » Sat Feb 19, 2011 10:56 am

Just another suggestion, could you drop the chem overhaul from the original FWE, cause it's hassle to remember complicated names and their effects. In NV chems are better and easier to understand like stimpak and its better version super stimpak, and mentats with its better version partytime which is logical, rather than deep medical terms such as methadone, 2BCB, amphethethimine, etc.


All the ones with medical names, had other effects, they were not the vanilla chems renamed or anything like that. I just sold the new drugs to get extra caps. Personally I hope the author of bltc comes out with a NV version, as porting the old one over doesn't always work well.
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Dorian Cozens
 
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Post » Fri Feb 18, 2011 11:43 pm

All the ones with medical names, had other effects, they were not the vanilla chems renamed or anything like that. I just sold the new drugs to get extra caps. Personally I hope the author of bltc comes out with a NV version, as porting the old one over doesn't always work well.


Yes I know they have different effects, I'm just trying to say that most of them is quite useless and hassle to use, As what you have mentioned you just sell them for caps, 1st because of complicated names, and complicated numeroues effects/side-effects. The only chem i remember and find quite useful is the morphine. As what I have mentioned try to stick with fallout chems and avoid real word medicine. Well what im trying to say is functionality and usability against realism.
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FITTAS
 
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Post » Fri Feb 18, 2011 7:07 pm

apologies if its been asked already but will some of the implants be visible? ie: cybernetic eye or robot arm like seen on the vault boy? it always bothered me that when adding implants in deus ex there was no visual presence for them
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Khamaji Taylor
 
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Post » Sat Feb 19, 2011 11:12 am

I'd like to point something out here that we may or may not have been clear upon before, as I feel that it should be.

We're not exactly going for the Maximum Overdrive Overhaul that was FWE, PN will be more modular, more compatible, etc.

Example being we are adding weapons and armor in a different .esp than the Core.esm, in case someone would rather not have new weapons but the fun of bullet time and dynamic crosshair.

Likewise with the Cybernetics .esp, it's completely seperate, and optional.

As far as incorporating other mods, we're trying avoid borg mentality, even for weapons and armor acquisition, allowing only high quality set pieces from previous fallouts with vanilla FO3/NV naming conventions, proper reloading animations/limited armor clipping, and also trying to limit the creation of new ammo types until something like CALIBR comes to the table. Say, we add a Tommy Gun, we'd probably chamber it to .44 Magnum and call it the ".44 Magnum Submachine Gun" since the 9mm, 10mm, and 12.7mm ammo types have similar Pistol/SMG combos as such." Hmm. That's something I need to look into (I'm in charge of making the equipment module, take that as you will)

We are also not touching existing weapons values or editing them in anyway, as something like WMX would directly conflict with once released, we want to play nice with our fellow modders as much as possible.

As far as Cybernetic Implants being actually visible on the player, I can't speak for shlangster, but as far as I know, doing so would require race edits, scripting, etc that I'm not sure is possible even with NVSE. We have a competent weapon Modeler and Texture (and Pie Maker) but I don't know what he could do with the body rig of either gender in Bethesda GameBryo's current state. I'm sure someone else from the team will confirm or explain further.
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Strawberry
 
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Post » Sat Feb 19, 2011 3:40 am

Can't wait for this!
Going to be amazing!
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Charles Mckinna
 
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Post » Sat Feb 19, 2011 3:16 am

For new calibre ammunition, I guess you guys are aware of this mod:

http://www.newvegasnexus.com/downloads/file.php?id=36104

The author, FluidFire, has split out a caliber esm file which holds new ammo types, whilst reload itself introduces a new ammo reloading system (which is possibly overly complex, but I like it) as well as a handful of weapons (drawn largely from other resources available in the community)

I believe that the caliber esm is entirely standalone from reload, and may be adequate as a replacement for a calibr replacement in FNV.

The author also includes a 'rearm' esp which outfits npc factions with the new weapons / ammo, and 'rebalance' which quite frankly makes gunfire deadly (he bases it I think on real world physics rather than on game balance). I have no idea if you guys are looking to put in a big weapons overhaul yourselves like there was in FWE, but I'm guessing not based on the comments above.



Edit: one other mod I've been using lately which I think is excellent is Imp's more complex needs http://www.newvegasnexus.com/downloads/file.php?id=37254 . If you guys are looking to alter food / drink / chems it may be worthwhile to be aware of what he's doing with his mod, either with a view to incorporating it as a module in your suite, or else to ensure that there is compatibility between it and the rest of your suite (if possible). The level of detail in this mod is astonishing, it even tracks your body fat and muscle percentages(!)
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Stefanny Cardona
 
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Post » Fri Feb 18, 2011 11:03 pm

Hey guys, I was wondering, are you planning on an alternate starts type deal as well? If you are, I could maybe use some script pointers on dividing a HUGE script (and tokens) into smaller ones and calling them as needed for a project you might want as part of Proj. Nevada or an alternate starts type deal.

Basically Im designing a method by which any level character can be reset to level 0, including removing *ALL* perks (vanilla at the very least, with addon(s) as perk packs are authored by others).

I figured I'd give you guys a chance to bite at this, or even steal it from me completely if you wish...my modding time is very limited right now.
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Marquis T
 
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Post » Sat Feb 19, 2011 5:06 am

I'd have to say, this is not the type of mod I would use, as it makes Fallout feel more like an FPS, and I am not much for FPSs; however, tastes aside, I felt compelled to post something positive about this effort, as the work looks excellent.
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Jynx Anthropic
 
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Post » Sat Feb 19, 2011 10:28 am

The Cyberware implants somehow reminded me of Deus Ex Augmentations.
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Nymph
 
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Post » Fri Feb 18, 2011 7:52 pm

Well, looks like Mission Accomplished then.
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Meghan Terry
 
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Post » Sat Feb 19, 2011 12:23 am

Well, looks like Mission Accomplished then.


Sweet. I can't wait for this mod to come out.

re: equipment, I hope you can work in a "worn weapons/armor" module, that would be sweet. Something that takes the entire amount of gear in the game and makes worn, rundown, or pristine versions of the weapons and stuff. Just a suggestion!
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Cheryl Rice
 
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Post » Sat Feb 19, 2011 4:44 am

I don't know if I could pull of something as massive as retexturing/finding retextures of every weapon and armor twice, as well as balancing it. Again, that was more of a FWE thing.
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Shannon Marie Jones
 
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Post » Fri Feb 18, 2011 9:59 pm

I wondering about the combat skills... are you planning some changes to them or they will be the same?
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Ezekiel Macallister
 
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Post » Sat Feb 19, 2011 10:52 am

What is this madness? 2nd page? :cryvaultboy:

I seriously want this mod to come out. Or at least the dynamic crosshair, its my latest mod obsession besides the cybernetic implants. Hell, I wish Fallout 3 had a dynamic crosshair; I remember actually wanting one long before New Vegas came out.

This is up there with other mods that are coming out, in the lead in fact. I just wish there was a rough ETA. Then again, ETA's nearly always disappoint and put unnecessary stress on the modders, so as long as this mod makes it to a realization I'll wait until the end of time.

So I'll start waiting.............................now. :ninja:
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Imy Davies
 
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Post » Fri Feb 18, 2011 11:06 pm

Hey, would it be possible to implement something like Alternate Fast Travel? I don't like disabling fast travel altogether, but it's kind of cheatish as it is; the bike (with all the work it required to maintain and refuel and whatnot) was one of FWE's greatest features.
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carla
 
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Post » Sat Feb 19, 2011 10:06 am

I wondering about the combat skills... are you planning some changes to them or they will be the same?

They are the same, except for the fact that you can tackle.

What is this madness? 2nd page? :cryvaultboy:

I seriously want this mod to come out. Or at least the dynamic crosshair, its my latest mod obsession besides the cybernetic implants. Hell, I wish Fallout 3 had a dynamic crosshair; I remember actually wanting one long before New Vegas came out.

This is up there with other mods that are coming out, in the lead in fact. I just wish there was a rough ETA. Then again, ETA's nearly always disappoint and put unnecessary stress on the modders, so as long as this mod makes it to a realization I'll wait until the end of time.

So I'll start waiting.............................now. :ninja:

Well if we would use any kind of time planning then we could give an estimation (but we dont :))

Hey, would it be possible to implement something like Alternate Fast Travel? I don't like disabling fast travel altogether, but it's kind of cheatish as it is; the bike (with all the work it required to maintain and refuel and whatnot) was one of FWE's greatest features.


It's on the list, though we have to finish and release the existing stuff before we can start with new things.
What we had in mind would be something like the services in FWE's alternate travel, but more sophisticated.


And regarding the question whether we will add mod XY: Currently there aren't any plans to include other mods.
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Rozlyn Robinson
 
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Post » Fri Feb 18, 2011 11:34 pm

Wow, this is amazing. I like to keep things simple and your core file looks incredible. However, your other files seem to fit within lore and I might try them out too. Loved FWE, can't wait for this.
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Bad News Rogers
 
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Post » Fri Feb 18, 2011 10:16 pm

For those of you who are still on the fence about Cyberware like I was, please have no fear, because I'm now actively testing it out, and my god, it is glorious.

This is going to be a game maker, right here folks.
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stevie trent
 
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Post » Fri Feb 18, 2011 7:13 pm

I would love to be a test for project nevada man The 3rd Type you are lucky person lucky i come check everyday to see when they say its coming out my wife is hating me for waiting up at night me and the wife decide not to give each other present's for christmas so this is like my present when it comes out FWE guys i want to say your mod is one my addictions so i can not wait yo.
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Prisca Lacour
 
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Post » Sat Feb 19, 2011 4:31 am

Your enthusiasm is gracious, indeed, I wish you and your wife a very happy union and good tidings for the new year.
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Baby K(:
 
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Post » Fri Feb 18, 2011 10:33 pm

@The 3rd Type thank you man on the season's greetings man its just fallout has been a great fallback for me since i have not worked in a year its my way to get away when i am not looking for a job or in school. But i cant wait for project nevada.
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Beast Attire
 
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